After determining a creature
's source of weakness
, the GM needs to decide how the creature
reacts when confronted by the source. Pick an effect that seems appropriate for the creature
and the source.
gets either a Fortitude or Will saving throw
to overcome or resist the source of weakness
; the DC of the save varies depending on the source's strength:
Strength of Source
is compelled to ingest, imbibe, or inhale the source. The source must be within 5 feet of the creature
to affect it. On a successful Will save, the creature
negates the compulsion. On a failed save, the creature
spends a full-round action
indulging its addiction
, then may resume normal actions while suffering one or more of the following effects (GM's choice):
takes a -2 penalty to Dexterity and Wisdom.
• Blindness: The creature
has a 50% miss chance in combat
, loses any Dexterity bonus to Defense
, moves at half speed
, takes a -4 penalty on Strength and Dex-terity-based skills
, and cannot make Spot checks. Foes gain a +2 bonus on attack rolls
to hit the creature
• Deafness: The creature
takes a -4 penalty to initiative
checks and has a 20% chance of spell failure when casting spells with verbal components. The creature
cannot make Listen checks.
loses one of its extraordinary, supernatural, or spell-like special qualities.
Each effect lasts 1d4 hours. Even creatures
immune to mind-affecting effects are susceptible to a source-induced addiction
is compelled to move as fast as it can toward the source. On a successful Will save, the creature
resists the compulsion. On a failed save, the creature
moves toward the source at its maximum speed
, taking the safest and most direct route. Once it reaches the source, the compelled creature
seeks to possess it. If the source isn't something the creature
can easily possess, it gets a new save every round to break the compulsion.
immune to mind-affecting effects are susceptible to a source-induced attraction
finds the source repellant. On a failed save, the creature
cannot approach or remain within 1d4 x10 feet of it. In the case of traveling sounds, the creature
moves away from the source as fast as it can, stopping only when it can no longer hear it. On a successful Will save, the creature
overcomes its aversion
and may approach the source freely.
A repelled creature
that cannot move the requisite distance from the source suffers one or more of the following effects (GM's choice):
takes a -2 morale penalty to Strength and Dexterity.
loses one of its extraordinary, supernatural or spell-like special qualities.
Each effect lasts until the creature leaves the affected area and for 1d4 rounds afterward. Even creatures
immune to mind-affecting effects are susceptible to a source-induced aversion
finds the source fascinating and ceases all attacks and movement upon seeing, hearing, smelling, or otherwise perceiving it. On a successful Will save, the creature
negates the fascination
and can act normally. On a failed Will save, the creature
can take no actions, and foes gain a +2 bonus on attack rolls
against the creature
. Any time the creature
is attacked or takes damage
, it gets a new save to negate the fascination
. Otherwise, the fascination
lasts as long as the creature
can see, hear, smell, or otherwise perceive the source.
immune to mind-affecting effects are susceptible to a source-induced fear
Contact with the source or proximity to the source harms the creature
in some fashion. On a successful Fortitude save, the creature
negates the effect or, in the case of instant death or disintegration, takes damage
instead. GMs may choose one of the following effects or invent their own:
• Blindness and deafness: See Addiction
, above. The blindness and deafness last 1d4 hours.
loses all of its supernatural and spell-like special qualities.
is turned to stone instantly.
immune to effects that require Fortitude saves are susceptible to source-induced harm
Table: Sources of Weakness
||Alcohol or moonshine
||Bells or chimes
||Nitrous oxide (laughing gas)
||Books written by William Blake
||Carbonated soft drinks
||Plastic or vinyl
||Played violin or electric guitar
||Pulsing strobe lights
||Crosses or crucifixes
||Elvis Presley memorabilia
||Sodium benzoate (food preservative)
||Sodium chloride (salt)
||Games of chance
||Specific phrase or word
||Gold or iron pyrite (fool's gold)
||Heavy metal music
||Sumerian or Egyptian hieroglyphs
||Laughter of children